private void InputDetection() { var horizontal = SimpleInput.GetAxis("Horizontal"); if (horizontal < 0f) { state.HideShield(); state.MoveLeft(); } else if (horizontal > 0f) { state.HideShield(); state.MoveRight(); } else if (horizontal == 0f) { state.GetIdle(); } var vertical = SimpleInput.GetAxis("Vertical"); if (SimpleInput.GetButton("Jump") || vertical > 0f) { state.MoveUp(); } else if (vertical < 0f) { state.MoveDown(); } if (SimpleInput.GetButton("Fire1")) { state.HideShield(); state.UseWeapon(); } else { if (SimpleInput.GetButtonDown("Fire2")) { state.UseShield(); } else if (SimpleInput.GetButtonUp("Fire2")) { state.HideShield(); } } if (SimpleInput.GetButton("Jump")) { GameManager.S.PauseUnpause(); } if (Application.platform == RuntimePlatform.Android) { if (Input.GetKeyDown(KeyCode.Escape)) { GameManager.S.PauseUnpause(); } } }
// Update is called once per frame void Update() { Kraftstoffanzeige.value = Kraftstofffloat; //Kamrer und Auto drehen if (beschleunigen > 0) { //Lenkungswickel messen var z = SimpleInput.GetAxis("Horizontal") * Time.deltaTime * lenkung; //auto drehen transform.Rotate(0, 0, -z); } if (beschleunigen < 0) { //Lenkungswickel messen var z = SimpleInput.GetAxis("Horizontal") * Time.deltaTime * lenkung; //auto drehen transform.Rotate(0, 0, -z); } //Kamera drehen Kamera.GetComponent <Transform>().transform.rotation = this.transform.rotation; //Km/h anzeigen int kmh = beschleunigen; Tempanzeiger.text = kmh + " km/h"; //Wenn Tank leer GameOver if (Kraftstofffloat <= 0) { GameOverPanel.SetActive(true); } }
void Update() { if (GameManager.instance.IsDronAlive) { actualPosition = transform.position; movex = SimpleInput.GetAxis("Horizontal"); moveForward = SimpleInput.GetAxis("Vertical"); movey = SimpleInput.GetAxis("VerticalLift"); if (Input.GetKeyDown(KeyCode.Space)) { ActivateBoost(); } Move(); lastPosition = actualPosition; actualPosition = transform.position; playerDirection = actualPosition - lastPosition; RotateProps(); BoostCharging(); MoveHeightScale(); BatteryDischarge(); } else { if (audioSource.pitch > 0) { audioSource.pitch -= 0.5f * Time.deltaTime; } CollapseBroken(); } }
void Update() { float horizontalInput = SimpleInput.GetAxis("Horizontal"); float verticalInput = SimpleInput.GetAxis("Vertical"); Vector3 move = currentCamera.right * horizontalInput + currentCamera.forward * verticalInput; move.y = 0; Vector3 moveFinal = move.normalized * speed * Time.deltaTime; controller.Move(moveFinal); makeGravity(); if ((horizontalInput != 0) || (verticalInput != 0)) { moving = true; } if ((horizontalInput == 0) && (verticalInput == 0)) { moving = false; } animator.SetBool("Moving", moving); animator.SetFloat("HorizontalSpeed", horizontalInput); animator.SetFloat("VerticalSpeed", verticalInput); }
private void GetInput(out float speed) { // Read input float horizontal = SimpleInput.GetAxis("Horizontal"); float vertical = SimpleInput.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.CompareTag("Player")) { txtAction.text = destinationName; if (SimpleInput.GetButtonDown("Vertical") && SimpleInput.GetAxis("Vertical") < 0) { collision.gameObject.GetComponent <Player>().animator.SetBool("isAssis", true); //*** Arrete de mouvement horizontaux ***// StaticClass.disableInput = true; //*** positionnnement du player assis sur le sprite de la chaise ***// //collision.gameObject.GetComponent<SpriteRenderer>().flipX = false; //collision.gameObject.transform.position = transform.position; chair1 = GameObject.Find("ChairPosition"); chair2 = GameObject.Find("player-chair"); Vector3 position = new Vector3(0, 0, 0); position.x = chair1.transform.position.x; position.y = chair1.transform.position.y; position.z = chair1.transform.position.z; chair2.transform.position = position; } if (SimpleInput.GetButtonDown("Vertical") && SimpleInput.GetAxis("Vertical") > 0) { collision.gameObject.GetComponent <Player>().animator.SetBool("isAssis", false); StaticClass.disableInput = false; } } }
void Move() { if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow) || SimpleInput.GetAxis(TagManager.HORIZONTAL_AXIS) < 0) { myBody.velocity = new Vector2(Mathf.Clamp(-move_Speed, -max_moveSpeed, +max_moveSpeed), myBody.velocity.y); goLeft = true; sr.flipX = goLeft; } else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow) || SimpleInput.GetAxis(TagManager.HORIZONTAL_AXIS) > 0) { myBody.velocity = new Vector2(Mathf.Clamp(+move_Speed, -max_moveSpeed, +max_moveSpeed), myBody.velocity.y); goLeft = false; sr.flipX = goLeft; } // stop input by stopping script if (playerHealth.isAlive == false) { GetComponent <SideScrollerCharacter>().enabled = false; } if ((first_Jump && boost_Dash) && (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetMouseButton(2))) //middle mouse button { StartCoroutine(Boost(1.2f)); //Start the Coroutine called "Boost", and feed it the time we want it to boost us } }
void FixedUpdate() { //if (grounded) move = SimpleInput.GetAxis("Horizontal"); //else // move = jumpMove; anim.SetFloat("Speed", Mathf.Abs(move)); anim.SetBool("Ground", grounded); anim.SetFloat("vSpeed", pRigidBody.velocity.y); anim.SetBool("Damaged", damaged); if (!damaged && hp > 0) { pRigidBody.velocity = new Vector2(move * maxSpeed, pRigidBody.velocity.y); } if (move > 0 && !facingRight) { Flip(); } else if (move < 0 && facingRight) { Flip(); } if (jump) { pRigidBody.AddForce(new Vector2(0f, jumpForce)); audioSource.clip = jumpSound; audioSource.Play(); jump = false; } }
// Fonction pour gérer le mouvement du joueur void Movement() { float move = SimpleInput.GetAxis("Horizontal"); float acc = Input.acceleration.x; // Si un déplacement au clavier à été détecté if (move != 0) { rb.velocity = new Vector2(move * speed * Time.deltaTime, rb.velocity.y); } else { // On prend le relai avec l'inclinaison du tel if (acc > acc_threshold) { rb.velocity = new Vector2(2 * speed * Time.deltaTime, rb.velocity.y); } else if (acc < -acc_threshold) { rb.velocity = new Vector2(-2 * speed * Time.deltaTime, rb.velocity.y); } else { rb.velocity = new Vector2(2 * acc * speed * Time.deltaTime, rb.velocity.y); } acc_t.text = "acc : " + acc.ToString(); } }
private void FixedUpdate() { // pass the input to the airplane! float collective_height = SimpleInput.GetAxis("L_Vertical"); float pedals_rotation = SimpleInput.GetAxis("L_Horizontal"); float cyclic_forward = SimpleInput.GetAxis("R_Vertical"); float cyclic_sideway = SimpleInput.GetAxis("R_Horizontal"); float throttle = 100.0f; if (pcInput) { collective_height = Input.GetAxis("AirplaneHeight"); cyclic_forward = Input.GetAxis("Vertical"); pedals_rotation = Input.GetAxis("AirplaneRota"); cyclic_sideway = Input.GetAxis("Horizontal"); } collective_height = Mathf.InverseLerp(-1f, 1f, collective_height); pedals_rotation = Mathf.InverseLerp(-1f, 1f, pedals_rotation); //Round values collective_height = (Mathf.Floor(collective_height * 100f)) / 100f; pedals_rotation = (Mathf.Floor(pedals_rotation * 100f)) / 100f; cyclic_forward = (Mathf.Floor(cyclic_forward * 100f)) / 100f; cyclic_sideway = (Mathf.Floor(cyclic_sideway * 100f)) / 100f; #if !MOBILE_INPUT float handbrake = CrossPlatformInputManager.GetAxis("Jump"); m_Airplane.Move(h, v, v); #else m_Airplane.Move(collective_height, pedals_rotation, cyclic_forward, cyclic_sideway, throttle); #endif }
private void Update() { if (mover) { if (Application.isMobilePlatform) { Vector3 acceleration = SimpleInput.GetAxis("Vertical") * verticalInputAcceleration * transform.up; velocity += acceleration * Time.deltaTime; // apply turn input float zTurnAcceleration = -1 * SimpleInput.GetAxis("Horizontal") * horizontalInputAcceleration; zRotationVelocity += zTurnAcceleration * Time.deltaTime; } else { Vector3 acceleration = Input.GetAxis("Vertical") * verticalInputAcceleration * transform.up; velocity += acceleration * Time.deltaTime; // apply turn input float zTurnAcceleration = -1 * Input.GetAxis("Horizontal") * horizontalInputAcceleration; zRotationVelocity += zTurnAcceleration * Time.deltaTime; } } // apply forward input }
private void UpdateMovement() { var xDir = SimpleInput.GetAxis("Horizontal") + Input.GetAxisRaw("Horizontal"); var yDir = SimpleInput.GetAxis("Vertical") + Input.GetAxisRaw("Vertical"); Vector3 moveInput = new Vector3(xDir, yDir, 0).normalized; moveVelocity = moveInput * speed * Time.deltaTime; var checkedPos = rb2d.transform.position + moveVelocity; checkedPos.x = Mathf.Clamp(checkedPos.x, followPlayer.minX - followPlayer.thresholdClampX, followPlayer.maxX + followPlayer.thresholdClampX); checkedPos.y = Mathf.Clamp(checkedPos.y, followPlayer.minY - followPlayer.thresholdClampY, followPlayer.maxY + followPlayer.thresholdClampY); rb2d.transform.position = checkedPos; var xRotate = SimpleInput.GetAxis("HorizontalRotate"); var yRotate = SimpleInput.GetAxis("VerticalRotate"); Vector3 rotateInput = new Vector3(xRotate, yRotate, 0).normalized; if (moveVelocity != Vector3.zero && rotateInput * speed * Time.deltaTime == Vector3.zero) { float rot_z = Mathf.Atan2(moveInput.normalized.y, moveInput.normalized.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0f, 0f, rot_z); } else if (rotateInput * speed * Time.deltaTime != Vector3.zero) { float rot_z = Mathf.Atan2(rotateInput.normalized.y, rotateInput.normalized.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0f, 0f, rot_z); } }
void Update() { if (characterController.isGrounded) { // We are grounded, so recalculate // move direction directly from axes moveDirection = new Vector3(SimpleInput.GetAxis(horizontalAxis), 0.0f, SimpleInput.GetAxis(verticalAxis)); moveDirection *= speed; if (moveDirection.magnitude > 0) { transform.rotation = Quaternion.LookRotation(moveDirection); } if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied // as an acceleration (ms^-2) moveDirection.y -= gravity * Time.deltaTime; // Move the controller characterController.Move(moveDirection * Time.deltaTime); }
private void Update() { // Store the value of both input axes. m_MovementInputValue = SimpleInput.GetAxis(m_MovementAxisName); m_TurnInputValue = SimpleInput.GetAxis(m_TurnAxisName); EngineAudio(); }
/// <summary> /// Update is called every frame, if the MonoBehaviour is enabled. /// </summary> void Update() { h = SimpleInput.GetAxis("Horizontal"); if (typeStartus == TypeStartusCar.N || enterPhanh) { handbrake = 1; return; } else { handbrake = -1; } input = CrossPlatformInputManager.GetAxis("Vertical"); if (CrossPlatformInputManager.GetAxis("Vertical") != 0) { if (typeStartus == TypeStartusCar.D) { input = 1; } if (typeStartus == TypeStartusCar.R) { input = -1; } } else { input = 0; } }
// Update is called once per frame private void Update() { // if moving // ??? motion = new Vector3(SimpleInput.GetAxis("Horizontal"), 0, SimpleInput.GetAxis("Vertical")); //motion = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); if (Mathf.Abs(motion.x) < moveBias && Mathf.Abs(motion.z) < moveBias) { if (!heroCharacter.targetTracker.IsTracking) { heroCharacter.StartAttackMode(); } } else { //if(heroCharacter.targetTracker.IsTracking) heroCharacter.StopAttackMode(); motion *= Time.deltaTime; heroCharacter.Move(motion); } if (Input.GetKeyDown(KeyCode.Space)) { heroCharacter.Shoot(); } }
void Update() { transform.eulerAngles = new Vector3(0, SimpleInput.GetAxis("Horizontal") * range, 0); if (rotator != null) { rotator.rotation = Quaternion.Euler(0, SimpleInput.GetAxis("Horizontal") * 300, 0); } if (ShotButton.isPressed || Input.GetKey(KeyCode.Space)) { Handheld.Vibrate(); RaycastHit hit; if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit)) { if (hit.transform != null) { if (hit.transform.GetComponent <Enemy>() != null) { if (hit.transform.GetComponent <Enemy>().isDead != true) { float damage = PlayerPrefs.GetFloat("distance", 100) * 2; damage = hit.distance / damage; damage = damageByRange.Evaluate(damage) * 100; hit.transform.GetComponent <Enemy>().KillMe(damage); } } } } } }
//physics in fixed update void FixedUpdate() { //true of false did the ground transform hit the whatIsGround with the groundRadius grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround); //tell the animator that we are grounded anim.SetBool("Ground", grounded); //get how fast we are moving up or down form the rigidbody anim.SetFloat("vSpeed", GetComponent <Rigidbody2D>().velocity.y); //get move direction float move = SimpleInput.GetAxis("Horizontal"); // add velocity to the rigidbody in the move direction* ourspeed GetComponent <Rigidbody2D>().velocity = new Vector2(move * topSpeed, GetComponent <Rigidbody2D>().velocity.y); anim.SetFloat("Speed", Mathf.Abs(move)); //if we're face the negtive direction and not faceing right , flip if (move > 0 && !facingRight) { Flip(); } else if (move < 0 && facingRight) { Flip(); } }
// Update is called once per frame void FixedUpdate() { //Check for ground if (Grounded()) { Vector3 floorNormal = GetFloorNormal(); //Rolling Noise rollPassed += Time.deltaTime; if (rollPassed >= rollInterval / rigid.velocity.magnitude) { rolling.Play(); rollPassed = 0f; } // Slow down when no input recieved if (SimpleInput.GetAxis("Vertical") == 0.0f && SimpleInput.GetAxis("Horizontal") == 0.0f && rigid.velocity.magnitude > 0.0f) { rigid.velocity = Vector3.Lerp(rigid.velocity, Vector3.zero, reduceSpeed * 0.1f * Time.deltaTime); } else { Vector3 forward = Vector3.Cross(mainCamera.transform.right, floorNormal); Vector3 forwardApply = forward * SimpleInput.GetAxis("Vertical"); Vector3 rightApply = SimpleInput.GetAxis("Horizontal") * mainCamera.transform.right; //Zoom rigid.AddForce((forwardApply + rightApply) * rollSpeed); } } }
private void TankUpdate() { float v = SimpleInput.GetAxis("Vertical"); float h = SimpleInput.GetAxis("Horizontal"); bool walk = SimpleInput.GetKey(KeyCode.LeftShift); if (v < 0) { if (walk) { v *= m_backwardsWalkScale; } else { v *= m_backwardRunScale; } } else if (walk) { v *= m_walkScale; } m_currentV = Mathf.Lerp(m_currentV, v, Time.deltaTime * m_interpolation); m_currentH = Mathf.Lerp(m_currentH, h, Time.deltaTime * m_interpolation); transform.position += transform.forward * m_currentV * m_moveSpeed * Time.deltaTime; transform.Rotate(0, m_currentH * m_turnSpeed * Time.deltaTime, 0); m_animator.SetFloat("MoveSpeed", m_currentV); JumpingAndLanding(); }
// Update is called once per frame void Update() { if (MouseEnabled) { ArmRotation.RotateArmMouse(Input.mousePosition.x, Input.mousePosition.y); if (Input.GetButton("Fire1")) { WeaponShoot.ShootMouse(Input.mousePosition.x, Input.mousePosition.y); } } else { var vertical = SimpleInput.GetAxis("Vertical2"); var horizontal = SimpleInput.GetAxis("Horizontal2"); if ((vertical == 0) && (horizontal == 0)) { return; } var direction = new Vector2(horizontal, vertical); ArmRotation.RotateArmDirection(direction); WeaponShoot.ShootDirection(direction); //var verticalButton = SimpleInput.GetButtonDown("Vertical2"); //var horizontalButton = SimpleInput.GetButtonDown("Horizontal2"); //if (verticalButton || horizontalButton) //{ //} } }
private void Update() { if (_timeOfFirePress > 0) { if (IsFirePressed) { if (CurrentFireHoldTime >= kMaxFireHoldTime) { OnFirePressedEnd(); } } else { OnFirePressedEnd(); } } if (Input.anyKey) { float inputHorizontal = SimpleInput.GetAxis(HorizontalAxis); float inputVertical = SimpleInput.GetAxis(verticalAxis); Vector2 directional = new Vector2(inputHorizontal, inputVertical); directional = Vector2.ClampMagnitude(directional, 1); Move.SafeRaise(directional); if (IsFirePressed && _timeOfFirePress == 0) { //_timeOfFirePress = Time.timeSinceLevelLoad; Fire.SafeRaise(GetFireDirection(), 2f); } } }
void Update() { isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); if (isGrounded && velocity.y < 0) { velocity.y = -2f; } /* //commented in p5 * float x = Input.GetAxis("Horizontal"); * float z = Input.GetAxis("Vertical"); */ //new for p5 float x = SimpleInput.GetAxis("Horizontal"); float z = SimpleInput.GetAxis("Vertical"); Vector3 move = transform.right * x + transform.forward * z; controller.Move(move * speed * Time.deltaTime); //used for 'Jump' method in line19 if (Input.GetButtonDown("Jump") && isGrounded) { velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity); } velocity.y += gravity * Time.deltaTime; controller.Move(velocity * Time.deltaTime); }
void Update() { if (SimpleInput.GetAxis("Horizontal") != 0 || SimpleInput.GetAxis("Vertical") != 0) { SendMovementInfo(SimpleInput.GetAxis("Horizontal"), SimpleInput.GetAxis("Vertical")); if (Mathf.Abs(SimpleInput.GetAxis("Horizontal")) > 0.85f || Mathf.Abs(SimpleInput.GetAxis("Vertical")) > 0.85f) { SendBoostInfo(1); } else { SendBoostInfo(0); } } if (SimpleInput.GetButton("Fire")) { SendShootingInfo(); } if (SimpleInput.GetButtonDown("Powerup")) { SendPowerupInfo(); } //if (SimpleInput.GetButton("Boost")) //{ // SendBoostInfo(1); //} else if (SimpleInput.GetButtonUp("Boost")) //{ // SendBoostInfo(0); //} }
public void Move() { _movement = SimpleInput.GetAxis("Horizontal"); _rb.velocity = new Vector2(_movement * _speed, _rb.velocity.y); ButtonLeft.localScale = new Vector2(1.7f, 1.7f); ButtonRight.localScale = new Vector2(1.7f, 1.7f); if (_movement != 0) { if (!_currentState.Equals("jump_idle")) { SetCharacterState("run"); } if (_movement > 0) { transform.localScale = new Vector3(0.7f, 0.7f); ButtonRight.localScale = new Vector2(1.63f, 1.63f); isRotate = 1; } else { transform.localScale = new Vector3(-0.7f, 0.7f); ButtonLeft.localScale = new Vector2(1.63f, 1.63f); isRotate = -1; } } else { if (!_currentState.Equals("jump_idle")) { SetCharacterState("Idle"); } } }
// Update is called once per fixed time delta void FixedUpdate() { /* * This is from Joystic of standard assest * var moveRequest = CrossPlatformInputManager.GetAxis("Horizontal"); * var jumpRequest = CrossPlatformInputManager.GetAxis("Vertical"); */ // this is from Joystick from SimpleInput system var moveRequest = SimpleInput.GetAxis("Horizontal"); var jumpRequest = SimpleInput.GetAxis("Vertical"); if (playerMoveScript != null && playerMoveScript.isActiveAndEnabled) { playerMoveScript.Move(moveRequest); } if (playerJumpScript != null && playerJumpScript.isActiveAndEnabled) { playerJumpScript.Jump(jumpRequest); } if (playerJetJumpScript != null && playerJetJumpScript.isActiveAndEnabled) { playerJetJumpScript.Jump(jumpRequest); } if (playerFlyScript != null && playerFlyScript.isActiveAndEnabled) { playerFlyScript.Fly(moveRequest, jumpRequest); } }
public void LookRotation(Transform character, Transform camera) { float yRot = SimpleInput.GetAxis("mouseX") * XSensitivity; float xRot = SimpleInput.GetAxis("mouseY") * YSensitivity; m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f); m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f); if (clampVerticalRotation) { m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); } if (smooth) { character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot, smoothTime * Time.deltaTime); camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot, smoothTime * Time.deltaTime); } else { character.localRotation = m_CharacterTargetRot; camera.localRotation = m_CameraTargetRot; } UpdateCursorLock(); }
private void Control() { if (Gamecontroller.TotalLife > 0 && !Gamecontroller.GameEnd) {//eixos de movimento Movement.x = SimpleInput.GetAxis("Horizontal"); Movement.z = SimpleInput.GetAxis("Vertical"); IsGrounded = Physics.CheckSphere(Feet.position, GroundDistance, GroundLayer, QueryTriggerInteraction.Ignore); SpeedY = Body.velocity.y; //verifica o input dos botões, para funcionar com controles também if (SimpleInput.GetButtonDown("Jump")) { Jumping(); } if (SimpleInput.GetButtonDown("Fire1")) { Atacking(); } if (SimpleInput.GetButtonDown("Fire2")) { Masking(); } if (SimpleInput.GetButtonDown("Fire3")) { Rescuing(); } } }
// Fixed update is called in sync with physics private void FixedUpdate() { // read inputs float h = SimpleInput.GetAxis("Horizontal"); float v = SimpleInput.GetAxis("Vertical"); // calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v * m_CamForward + h * m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v * Vector3.forward + h * Vector3.right; } #if !MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftShift)) { m_Move *= 0.5f; } #endif // pass all parameters to the character control script m_Character.Move(m_Move, m_Jump); m_Jump = false; }
private void Update() { if (!isAI) { movement.x = SimpleInput.GetAxis("Horizontal") * Time.fixedDeltaTime * speed; movement.y = SimpleInput.GetAxis("Vertical") * Time.fixedDeltaTime * speed; } }